/******************************************************************************* Copyright (c) 2005-2009 David Williams This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. 3. This notice may not be removed or altered from any source distribution. *******************************************************************************/ #include "OpenGLSupport.h" #include "OpenGLVertexBufferObjectSupport.h" #include "PolyVoxCore/SurfaceMesh.h" using namespace PolyVox; using namespace std; OpenGLSurfaceMesh BuildOpenGLSurfaceMesh(const SurfaceMesh& mesh) { //Represents our filled in OpenGL vertex and index buffer objects. OpenGLSurfaceMesh result; //The source result.sourceMesh = &mesh; //Convienient access to the vertices and indices const vector& vecVertices = mesh.getVertices(); const vector& vecIndices = mesh.getIndices(); //If we have any indices... if(!vecIndices.empty()) { //Create an OpenGL index buffer glGenBuffers(1, &result.indexBuffer); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, result.indexBuffer); //Get a pointer to the first index GLvoid* pIndices = (GLvoid*)(&(vecIndices[0])); //Fill the OpenGL index buffer with our data. glBufferData(GL_ELEMENT_ARRAY_BUFFER, vecIndices.size() * sizeof(uint32_t), pIndices, GL_STATIC_DRAW); } result.noOfIndices = vecIndices.size(); glGenBuffers(1, &result.vertexBuffer); glBindBuffer(GL_ARRAY_BUFFER, result.vertexBuffer); glBufferData(GL_ARRAY_BUFFER, vecVertices.size() * sizeof(GLfloat) * 9, 0, GL_STATIC_DRAW); GLfloat* ptr = (GLfloat*)glMapBuffer(GL_ARRAY_BUFFER, GL_READ_WRITE); for(vector::const_iterator iterVertex = vecVertices.begin(); iterVertex != vecVertices.end(); ++iterVertex) { const PositionMaterialNormal& vertex = *iterVertex; const Vector3DFloat& v3dVertexPos = vertex.getPosition(); //const Vector3DFloat v3dRegionOffset(uRegionX * g_uRegionSideLength, uRegionY * g_uRegionSideLength, uRegionZ * g_uRegionSideLength); const Vector3DFloat v3dFinalVertexPos = v3dVertexPos + static_cast(mesh.m_Region.getLowerCorner()); *ptr = v3dFinalVertexPos.getX(); ptr++; *ptr = v3dFinalVertexPos.getY(); ptr++; *ptr = v3dFinalVertexPos.getZ(); ptr++; *ptr = vertex.getNormal().getX(); ptr++; *ptr = vertex.getNormal().getY(); ptr++; *ptr = vertex.getNormal().getZ(); ptr++; uint8_t material = vertex.getMaterial() + 0.5; OpenGLColour colour = convertMaterialIDToColour(material); *ptr = colour.red; ptr++; *ptr = colour.green; ptr++; *ptr = colour.blue; ptr++; } glUnmapBuffer(GL_ARRAY_BUFFER); return result; } void renderRegionVertexBufferObject(const OpenGLSurfaceMesh& openGLSurfaceMesh, unsigned int uLodLevel) { int beginIndex = openGLSurfaceMesh.sourceMesh->m_vecLodRecords[uLodLevel].beginIndex; int endIndex = openGLSurfaceMesh.sourceMesh->m_vecLodRecords[uLodLevel].endIndex; glBindBuffer(GL_ARRAY_BUFFER, openGLSurfaceMesh.vertexBuffer); glVertexPointer(3, GL_FLOAT, 36, 0); glNormalPointer(GL_FLOAT, 36, (GLvoid*)12); glColorPointer(3, GL_FLOAT, 36, (GLvoid*)24); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, openGLSurfaceMesh.indexBuffer); glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_NORMAL_ARRAY); glEnableClientState(GL_COLOR_ARRAY); //glDrawElements(GL_TRIANGLES, openGLSurfaceMesh.noOfIndices, GL_UNSIGNED_INT, 0); glDrawRangeElements(GL_TRIANGLES, beginIndex, endIndex-1, endIndex - beginIndex,/* openGLSurfaceMesh.noOfIndices,*/ GL_UNSIGNED_INT, 0); glDisableClientState(GL_COLOR_ARRAY); glDisableClientState(GL_NORMAL_ARRAY); glDisableClientState(GL_VERTEX_ARRAY); }